[MOD]Employee Variety v1.2

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Pitagora
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Re: [MOD]Employee Variety v1.2

Post by Pitagora » Sun, 14. May 23, 14:09

I was able to change argon/antigone recruiting chances, but I fail trying to do it for terran/yaki ppl.

I've made the same changes in main xml and in the extensions\ego_dlc_terran one but terrans and yaky are still random..

Basically I've commented entire genders selections for argons this way:

Code: Select all

<replace sel="//characters/character[@name='argon.service']">  
    <character name="argon.service">
    <!--
    <select macro="character_argon_male_cau_crew_01_macro" weight="25" />
    <select macro="character_argon_male_afr_crew_01_macro" weight="5" />
    <select macro="character_argon_male_asi_crew_01_macro" weight="25" />
    -->
    <select macro="character_argon_female_cau_crew_01_macro" weight="5" />
    <select macro="character_argon_female_afr_crew_01_macro" weight="5" />
    <select macro="character_argon_female_asi_crew_01_macro" weight="5" />
  </character>
</replace>
And for terrans:

Code: Select all

  <replace sel="//characters/character[@name='terran.service']">
  <character name="terran.service">
      <!--
      <select macro="character_terran_male_cau_crew_01_macro" weight="25"/>
      <select macro="character_terran_male_afr_crew_01_macro" weight="5"/>
      <select macro="character_terran_male_asi_crew_01_macro" weight="25"/>
      -->
      <select macro="character_terran_female_cau_crew_01_macro" weight="5"/>
      <select macro="character_terran_female_afr_crew_01_macro" weight="5"/>
      <select macro="character_terran_female_asi_crew_01_macro" weight="5"/>
    </character>
  </replace>
All on the appropriate files, but this works for argons only. Am I missing something?

Plus, vigor and avarice ppl sections will be really appreciated... :roll:
Ricarica et impera!

BlackRain
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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Sun, 14. May 23, 16:37

Hmm, I will have to take a look, maybe they changed how they set up the terran and yaki npcs. I didn't check the files in a while.

edit -- I took a look at the file, it should be working. I will have to test it but I don't have much time for a bit so it will have to wait. Instead of commenting them out, try putting them to 0 and see what happens. I think it has always worked for me as far as I can remember.

BlackRain
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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Sun, 14. May 23, 17:16

Pitagora wrote:
Sun, 14. May 23, 14:09
I was able to change argon/antigone recruiting chances, but I fail trying to do it for terran/yaki ppl.

I've made the same changes in main xml and in the extensions\ego_dlc_terran one but terrans and yaky are still random..

Basically I've commented entire genders selections for argons this way:

Code: Select all

<replace sel="//characters/character[@name='argon.service']">  
    <character name="argon.service">
    <!--
    <select macro="character_argon_male_cau_crew_01_macro" weight="25" />
    <select macro="character_argon_male_afr_crew_01_macro" weight="5" />
    <select macro="character_argon_male_asi_crew_01_macro" weight="25" />
    -->
    <select macro="character_argon_female_cau_crew_01_macro" weight="5" />
    <select macro="character_argon_female_afr_crew_01_macro" weight="5" />
    <select macro="character_argon_female_asi_crew_01_macro" weight="5" />
  </character>
</replace>
And for terrans:

Code: Select all

  <replace sel="//characters/character[@name='terran.service']">
  <character name="terran.service">
      <!--
      <select macro="character_terran_male_cau_crew_01_macro" weight="25"/>
      <select macro="character_terran_male_afr_crew_01_macro" weight="5"/>
      <select macro="character_terran_male_asi_crew_01_macro" weight="25"/>
      -->
      <select macro="character_terran_female_cau_crew_01_macro" weight="5"/>
      <select macro="character_terran_female_afr_crew_01_macro" weight="5"/>
      <select macro="character_terran_female_asi_crew_01_macro" weight="5"/>
    </character>
  </replace>
All on the appropriate files, but this works for argons only. Am I missing something?

Plus, vigor and avarice ppl sections will be really appreciated... :roll:
I know what the issue is now. I forgot that in the DLC's all of the characters were added to the main charactergroups file. Anyway, the point is, you can just get rid of the extensions folder in the mod. It is not necessary. Instead, use the main charactergroups.xml and edit the commented out parts where it has all the terrans, etc. Then change those and it will work. I just tested and it works.

BlackRain
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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Sun, 14. May 23, 17:23

You can redownload the mod if you want, but make sure to remove the extensions folder inside the mod folder. It isn't used. All I did was uncomment out all the terran, pioneer, and yaki. I am not sure if yaki is working, please let me know.

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Pitagora
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Re: [MOD]Employee Variety v1.2

Post by Pitagora » Sun, 14. May 23, 19:01

It works! Uncommenting/editing only the main file did the trick...

Now I just need the right references for Vigor and Avarice people and I can bend the xml to my will! :D

Thank you BlackRain!

Edit: Done it! Added Loansharks and Scavenger to the tweak and updated dependacies! :mrgreen:

Edit2: If someone wants the files for all the races, but the Borons, you can get it here. It needs Cradle/Vendetta/Tides DLCs and it is totally untouched, so you need to comment selections or edit weights to customize the results.
Ricarica et impera!

NilusBavarius
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Re: [MOD]Employee Variety v1.2

Post by NilusBavarius » Thu, 18. May 23, 09:35

Greetings,
BlackRain wrote:
Sun, 14. May 23, 17:23
You can redownload the mod if you want...
Pitagora wrote:
Sun, 14. May 23, 19:01
It works! ...
Edit: Done it! Added Loansharks and Scavenger to the tweak and updated dependacies! :mrgreen:

Edit2: If someone wants the files for all the races, but the Borons, you can get it here
Thank you for making this config/diff mod!
I have a (maybe stupid) question about the Role "Commander" - what is it?
As far as my observations got me, the pilots and marines (Argon) share the same clothes (the Bomber/Leather Jackets) and the Managers have the blue and yellow garn, so what is the commander supposed to be?

Also what cat# do I need to patch with a diff file to get the Argon "Officer" clothing (like the blue with golden rims, which Dal Busta is wearing) to appear on hireable NPC's (Station Docks/Bars)?

Still in the very early and simple stages of modding, so please apologize if those questions seem... noobish.

Thanks and have a great one,
Nilus

BlackRain
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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Thu, 18. May 23, 20:09

NilusBavarius wrote:
Thu, 18. May 23, 09:35
Greetings,
BlackRain wrote:
Sun, 14. May 23, 17:23
You can redownload the mod if you want...
Pitagora wrote:
Sun, 14. May 23, 19:01
It works! ...
Edit: Done it! Added Loansharks and Scavenger to the tweak and updated dependacies! :mrgreen:

Edit2: If someone wants the files for all the races, but the Borons, you can get it here
Thank you for making this config/diff mod!
I have a (maybe stupid) question about the Role "Commander" - what is it?
As far as my observations got me, the pilots and marines (Argon) share the same clothes (the Bomber/Leather Jackets) and the Managers have the blue and yellow garn, so what is the commander supposed to be?

Also what cat# do I need to patch with a diff file to get the Argon "Officer" clothing (like the blue with golden rims, which Dal Busta is wearing) to appear on hireable NPC's (Station Docks/Bars)?

Still in the very early and simple stages of modding, so please apologize if those questions seem... noobish.

Thanks and have a great one,
Nilus
Changing body parts/costumes is completely different from what this mod does. You need to change different files.

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